Dilgine
A downloadable tool
This project is the result of my Game Engine course where we created a game engine in C++ throughout the semester. I used several different patterns and features such as a structure of arrays, component-based game objects, and level serialization. I learned about CI/CD using Github Actions. For my final project, I implemented the Vulkan graphics library into my final project with 3D mesh renderer components. Models can be loaded in with textures and transformed in 3D space.
As far as open-source software used in the engine, I use SDL for windows, Vulkan for rendering, glm for matrices and 3D math, tinyobjloader for loading OBJ files, and stb for loading images.
Were I to continue with this project, I would add a better method of loading in models by loading in models and textures from a file with paths to the model and image files. I would also add 3D physics and the ability to create custom shaders as well. Currently, the vertex and fragment shaders Vulkan uses are simply pass-through shaders.
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